A63F2300/538

AUGMENTING VIDEO GAMES WITH ADD-ONS

A computing system is configured to execute a computer program on a server and to provide a video stream of the program output to a geographically remote client over a communication network. An add-on manager is provided to facilitate the use of add-ons to extend the functionality of the computer program. The add-on manager is responsive to commands received from the client and is configured to associate individual add-ons and add-on data with specific user accounts. The add-ons can be located on the server or some other location remote from the client.

Systems and methods for reducing hops associated with a head mounted system
11697061 · 2023-07-11 · ·

Systems and methods for reducing hops associated with a head mounted display are described. The head mounted display includes a communications circuit for receiving and transmitting interactive media associated with a game program via a network. The interactive media is processed by the game cloud system and streamed directly to the communications circuit of the head mounted display. The head mounted display further includes a user input circuit for receiving an action from a user to generate an input, which includes position and motion detected by the user input circuit. The head mounted display includes a game processing circuit for decoding the interactive media received from the network. The game processing circuit drives a portion of interactivity associated with the game program. The portion of interactivity is generated based on the input.

PREDICTIVE EXECUTION OF DISTRIBUTED GAME ENGINES

Systems described herein may automatically and dynamically adjust the amount and type of computing resources usable to execute, process, or perform various tasks associated with a video game. Using one or more machine learning algorithms, a prediction model can be generated that uses the historical and/or current user interaction data obtained by monitoring the users playing the video game. Based on the historical and/or current user interaction data, future user interactions likely to be performed in the future can be predicted. Using the predictions of the users' future interactions, the amount and type of computing resources maintained in the systems can be adjusted such that a proper balance between reducing the consumption of computing resources and reducing the latency experienced by the users of the video game is achieved and maintained.

Multi-level lighting system
11547935 · 2023-01-10 · ·

A system and method for facilitating lighting of objects during interactive gameplay by users on client computing platforms distinguishes activities performed prior to interactive gameplay and during interactive gameplay. Different client computing platforms may have different levels of graphics performance. Lighting may be defined by characteristics of one or more light sources that illuminate one or more objects in a multi-dimensional volume in a virtual space. Different lighting techniques or lighting features may be combined to create lighting during interactive gameplay. Some lighting techniques or lighting features may only be available and/or supported on high-performance computing platforms, whereas other lighting features may be available even on low-performance computing platforms.

Systems and methods for player input motion compensation by anticipating motion vectors and/or caching repetitive motion vectors
11695951 · 2023-07-04 · ·

Systems and methods for reducing latency through motion estimation and compensation techniques are disclosed. The systems and methods include a client device that uses transmitted lookup tables from a remote server to match user input to motion vectors, and tag and sum those motion vectors. When a remote server transmits encoded video frames to the client, the client decodes those video frames and applies the summed motion vectors to the decoded frames to estimate motion in those frames. In certain embodiments, the systems and methods generate motion vectors at a server based on predetermined criteria and transmit the generated motion vectors and one or more invalidators to a client, which caches those motion vectors and invalidators. The server instructs the client to receive input from a user, and use that input to match to cached motion vectors or invalidators. Based on that comparison, the client then applies the matched motion vectors or invalidators to effect motion compensation in a graphic interface. In other embodiments, the systems and methods cache repetitive motion vectors at a server, which transmits a previously generated motion vector library to a client. The client stores the motion vector library, and monitors for user input data. The server instructs the client to calculate a motion estimate from the input data and instructs the client to update the stored motion vector library based on the input data, so that the client applies the stored motion vector library to initiate motion in a graphic interface prior to receiving actual motion vector data from the server. In this manner, latency in video data streams is reduced.

PASS-THROUGH DEVICE FOR CLOUD GAMING AND METHODS FOR PROCESSING
20220401834 · 2022-12-22 ·

Methods and systems are provided for processing video games streamed from a cloud gaming system over a network. The method includes receiving an indication of selection of the video game, for a gaming session, through a user interface associated with a streaming device that is connected to a display screen via a pass-through device. The method includes receiving a signal that the gaming session is active, from a game streaming logic of the pass-through device. In one embodiment, the game streaming logic is configured to receive a compressed stream of the video game, decode the compressed stream of the video game, and provide image data for rendering by the display screen, and receiving user input by the game streaming logic for driving interactivity of the video game while said cloud gaming system executes said video game.

METHOD AND APPARATUS FOR GAME LIVE STREAM INTERACTION, ELECTRONIC DEVICE AND STORAGE MEDIUM
20220395749 · 2022-12-15 ·

A method and apparatus for game live stream interaction, an electronic device and a storage medium are disclosed. The method includes: displaying a live video resource and an interactive control corresponding to the live video resource, where the interactive control is configured to enable an audience end to select a virtual prop in a game live stream, and a selection range of virtual props at the audience end is identical to a selection range of virtual props at a corresponding live streamer end; determining prop selection information of the audience end in response to a triggering operation of the audience end on the interactive control; sending an interaction request to a live stream server, where the interaction request comprises the prop selection information of the audience end; and displaying interaction response information sent by the live stream server.

SYSTEMS AND METHODS FOR EMULATION OF GRAPHICAL AND AUDIO PARAMETERS DURING A PLAY OF A LEGACY GAME
20220387886 · 2022-12-08 ·

A method for emulation of graphical parameters during a play of a legacy game is described. The method includes receiving a user input from a hand-held controller and determining whether one or more basic blocks of code for servicing the user input are stored in a cache. The method further includes compiling the one or more basic blocks of code from one or more emulated processing unit (PU) code instructions upon determining that the one or more basic blocks are not stored in the cache. The method includes executing the one or more basic blocks of code to generate one or more legacy graphical parameters. The method includes emulating the one or more legacy graphical parameters to generate one or more image frames having one or more updated graphical parameters for display of one or more images of the legacy game on a display device.

IMAGE PROCESSING METHOD AND APPARATUS, SERVER, AND MEDIUM
20220379204 · 2022-12-01 ·

Embodiments of this application disclose an image processing method and apparatus, a server, and a medium. The method is performed by a server, and includes obtaining, when running a target cloud game, feedback data transmitted by a target game client, the feedback data reflecting a frame rate need of the target game client; determining an encoding frame rate according to the feedback data; performing image encoding on a game screen of the target cloud game according to the encoding frame rate to obtain encoded data; and transmitting the encoded data to the target game client.

Web-based game controller

A video game system includes a video server system (VSS) having a first network address. The VSS pairs a game controller having a second network address with a display system having a third network address. The VSS receives controller data packets directed to the first network address from the game controller over a first communication channel. The controller data packets include the second network address and information for updating a game state of a video game. The VSS decodes the controller data packets and directs generation of an updated game state of the video game using information within the controller data packets. The VSS generates a video stream of the video game using the updated game state. The VSS transmits the video stream to the display system at the third network address over a second communication channel. The first and second communication channels differ by at least one network segment.